| Weapon |
Anomalous weapon
2D6 DAMAGE |
|---|---|
| Skin | Organic scarring |
| Tags |
GRIP
Custom materials and ergonomic design; the referee can never state that you drop this weapon.
HUD
Scans hostiles. When you kill something new, the referee will tell you a useful fact about it.
LOUD
Attacks with this weapon draw the undivided attention of enemies within earshot (and instantly reveal your position). |
Generate weapons
| Weapon |
Small bomb (e.g. landmine, pipe)
1D6+2 DAMAGE |
|---|---|
| Skin | Snakeskin accents |
| Tags |
VALUABLE
Utterly unique in history or make. Can be used as a bargaining chip in almost any situation.
TRANQUILIZER
As NON-LETHAL, but chance is increased to 5-in-1D6 if a vulnerable area is specifically targeted (e.g. head, neck, exposed membrane, etc.)
VALUABLE
Utterly unique in history or make. Can be used as a bargaining chip in almost any situation. |
| Weapon |
Pistol
1D6 DAMAGE |
|---|---|
| Skin | Gutted for lighter weight Half-melted |
| Tags |
ALT-FIRE
This weapon has a secondary component or form which also deals damage, (e.g. bayonet, launcher attachment, sword that becomes a whip).
CURSED
Requires powerful magic to remove once equipped. The wielder may permanently spend 1D6 MAX HP to guarantee a successful attack.
MESSY
Enemies explode into gore/goo/scrap etc. on ultra successes (in addition to the usual bonus). No identifiers will remain—not even teeth. |
| Weapon |
Concussion grenade
1D6 DAMAGE |
|---|---|
| Skin | Glut of attachments Gradient paint job |
| Tags |
VALUABLE
Utterly unique in history or make. Can be used as a bargaining chip in almost any situation.
HUD
Scans hostiles. When you kill something new, the referee will tell you a useful fact about it.
LIGHT
Weighs almost nothing. Grants +1 on REFLEXIVE rolls that involve this weapon. |
| Weapon |
FUBAR blaster
2D6 DAMAGE |
|---|---|
| Skin | Candy striped |
| Tags |
GRIP
Custom materials and ergonomic design; the referee can never state that you drop this weapon.
ICE
Makes surfaces slick and deals double DAMAGE to anything that requires warmth to function.
ACCURATE
Scoped, sighted, or well-balanced; this weapon grants one automatic success when attacking per mission. |
| Weapon |
FUBAR blaster
2D6 DAMAGE |
|---|---|
| Skin | Uniformly ribbed |
| Tags |
MEDICAL
Once per mission, you may use this weapon to deal negative DAMAGE, healing the target.
LUCKY
Rolling an ultra success while attacking with this weapon grants the user one WAR DIE.
POISONED
When you would roll for damage for this weapon, wait and mark your target as poisoned instead. Next time they’re hurt, roll your DAMAGE and add it to the total amount they take. |
| Weapon |
Sniper rifle
1D6+2 DAMAGE |
|---|---|
| Skin | Rosewood grip |
| Tags |
VALUABLE
Utterly unique in history or make. Can be used as a bargaining chip in almost any situation.
MENACING
Enemies who see a comrade slain by this weapon have a 1-in-1D6 chance to flee.
SAPIENT
Communicates with its wielder by thought; roll 1D6 for disposition: bloodthirsty, caring, craven, excitable, morose, stoic. |
| Weapon |
Heavy machine gun
1D6+2 DAMAGE |
|---|---|
| Skin | Glut of attachments Gradient paint job |
| Tags |
ANTI-MATERIEL
Deals double DAMAGE to vehicles and structures; cumbersome to carry around.
STUN
Those damaged by this weapon cannot move or act until their current HP changes.
TRANQUILIZER
As NON-LETHAL, but chance is increased to 5-in-1D6 if a vulnerable area is specifically targeted (e.g. head, neck, exposed membrane, etc.) |
| Weapon |
Spear
1D6+1 DAMAGE |
|---|---|
| Skin | Engraved roses |
| Tags |
MENACING
Enemies who see a comrade slain by this weapon have a 1-in-1D6 chance to flee.
COLLAPSIBLE
Easily concealed, no matter the size; will never be detected during pat-downs.
POISONED
When you would roll for damage for this weapon, wait and mark your target as poisoned instead. Next time they’re hurt, roll your DAMAGE and add it to the total amount they take. |
| Weapon |
Heavy machine gun
1D6+2 DAMAGE |
|---|---|
| Skin | Twenty-four carat gold plating 644. Two-dimensional |
| Tags |
POISONED
When you would roll for damage for this weapon, wait and mark your target as poisoned instead. Next time they’re hurt, roll your DAMAGE and add it to the total amount they take.
TRANQUILIZER
As NON-LETHAL, but chance is increased to 5-in-1D6 if a vulnerable area is specifically targeted (e.g. head, neck, exposed membrane, etc.)
LUCKY
Rolling an ultra success while attacking with this weapon grants the user one WAR DIE. |